It looks like i found workaround. In all my apps error " 
waitForCondition(LockCondition) timed 
out " disappeared.
The workaround is next.
I preload two copy of each texture into GPU -  texture1 and texture1copy,
and in onDrawFrame  one call i use first texture copy, next call i use 
second texture copy and so on

code sample:

int _seed=0;
public void onDrawFrame(GL10 gl) {
  if(_seed%2==0)
  {
     GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture1  );
  }else
  {
   GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,  texture1copy);
  }
  _seed++;
}

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